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How do you make vehicles invisible to radar?

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How can vehicles move around the map without a helicopter detecting them? I notice vehicles like motorcycles and bicycles are visible on a helicopter's radar. Any solutions? Thanks in advance.

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I don't think it's possible, but this is off the top of my head.

Doolittle

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DKM had some kind of radar scrambling with their Commanche chopper, maybe something similar to that.

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Someone (can't remember who, sorry!wink.gif found out that if you remove the vehicles fuel then they become invisible to radar. This is not very good if you want the unit to move around the map though.

One option you could use is, have a radar jammer using the action menu, which would allow te player to remove the vehicles fuel when the chopper is near.

RED

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Removing the fuel will have the same effect as turning off the engine. The vehicle will be white on the radar insetad of green/red but it will still be there.

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And another not so pleasant effect, like crashing down or so

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (iNeo @ April 01 2003,17:49)</td></tr><tr><td id="QUOTE">And another not so pleasant effect, like crashing down or so<span id='postcolor'>

As far as I know he doesn't want his motorbike to fly smile.gif

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Is there any way of removing the boxes completely, not just turning them white? If there's no other vehicles in the area, it gets pretty obvious where the enemy is.

And the targetting square that appears around the vehicle when you lock on, any way of removing that?

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crazy.gif

People have been wanting to remove the radar boxes and targetting squares since OFP first came out. It's not possible.

Doolittle

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ April 01 2003,19:50)</td></tr><tr><td id="QUOTE">As far as I know he doesn't want his motorbike to fly smile.gif<span id='postcolor'>

Hmm I think I read your previous post too fast...:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ April 01 2003,08:22)</td></tr><tr><td id="QUOTE">One option you could use is, have a radar jammer using the action menu, which would allow te player to remove the vehicles fuel when the chopper is near.<span id='postcolor'>

I sort of read it like

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">One option you could use is, have a radar jammer using the action menu, which would allow te player to remove the chopper's fuel when it's near.<span id='postcolor'>

Or something.

Nevermind.. lol.

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Is it possible to change the box's color? It's annoying when you nick an enemy vehicle and instantly all the enemy troops know that you are an enemy?

I mean that the box would be green if the vehicle is from your side though the driver isn't? And if you go near enough the box would turn red?

Is it possible to do a script that does so that enemy vehicles are identified as enemy vehicles, civilian as civilian and friendly as friendly? I mean in a situation where you have hijacked an enemy or civilian vehicle. And when you get, lets say 100m or closer to the enemy or friendly unit, they identify you correctly and attack you or stop attacking, depending on who's the one you are dealing with.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Karppa @ April 02 2003,08:13)</td></tr><tr><td id="QUOTE">Is it possible to change the box's color? It's annoying when you nick an enemy vehicle and instantly all the enemy troops know that you are an enemy?

I mean that the box would be green if the vehicle is from your side though the driver isn't? And if you go near enough the box would turn red?

Is it possible to do a script that does so that enemy vehicles are identified as enemy vehicles, civilian as civilian and friendly as friendly? I mean in a situation where you have hijacked an enemy or civilian vehicle. And when you get, lets say 100m or closer to the enemy or friendly unit, they identify you correctly and attack you or stop attacking, depending on who's the one you are dealing with.<span id='postcolor'>

That would be a very nice touch. Good idea.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OxPecker @ April 02 2003,09:57)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Karppa @ April 02 2003,08:13)</td></tr><tr><td id="QUOTE">Is it possible to change the box's color? It's annoying when you nick an enemy vehicle and instantly all the enemy troops know that you are an enemy?

I mean that the box would be green if the vehicle is from your side though the driver isn't? And if you go near enough the box would turn red?

Is it possible to do a script that does so that enemy vehicles are identified as enemy vehicles, civilian as civilian and friendly as friendly? I mean in a situation where you have hijacked an enemy or civilian vehicle. And when you get, lets say 100m or closer to the enemy or friendly unit, they identify you correctly and attack you or stop attacking, depending on who's the one you are dealing with.<span id='postcolor'>

That would be a very nice touch. Good idea.<span id='postcolor'>

I tried to search if somebody has done something like that. Nothing found, except this:

radar something

So, at v.1.46 it has worked, but not anymore? And i still don't believe that it, if works, works for AI, only players. So whatever vehicle i drive, my enemy automatically detects me as their enemy. Or does it work only for empty vehicles, not for hijacked ones?

Ok, more thinking: If it works so that vehicles that are placed as 'empty' in the mission are frienly to those whose vehicle it originally is, could it be possible to make a script that does something like this:

For instance a Jeep with MG: when the driver and gunner are both dead but the jeep is still driveable, it would respawn in the same condition and place, only that it would be 'empty' not 'west'. Also that original jeep would have to be deleted from the mission.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

Is it possible to do a script that does so that enemy vehicles are identified as enemy vehicles, civilian as civilian and friendly as friendly? I mean in a situation where you have hijacked an enemy or civilian vehicle. And when you get, lets say 100m or closer to the enemy or friendly unit, they identify you correctly and attack you or stop attacking, depending on who's the one you are dealing with.

<span id='postcolor'>

What about setting the guy captive or something...

say you hop in a civvilian or east car then set the player captive

driver setCaptive true

Then he should manage to drive right up to enemy positions without getting shot, then when he gets close.

driver setCaptive false

thus turning him in to an enemy ?

Havent tested the theory out yet...

*Edit*

Well i tested it out... and it may work but i found everyone in the east tended to walk towards my guy.... and um... surround him...which you wouldnt want people leaving there posts

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Azz [GUN] @ April 02 2003,16:25)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

Is it possible to do a script that does so that enemy vehicles are identified as enemy vehicles, civilian as civilian and friendly as friendly? I mean in a situation where you have hijacked an enemy or civilian vehicle. And when you get, lets say 100m or closer to the enemy or friendly unit, they identify you correctly and attack you or stop attacking, depending on who's the one you are dealing with.

<span id='postcolor'>

What about setting the guy captive or something...

say you hop in a civvilian or east car then set the player captive

driver setCaptive true

Then he should manage to drive right up to enemy positions without getting shot, then when he gets close.

driver setCaptive false

thus turning him in to an enemy ?

Havent tested the theory out yet...

*Edit*

Well i tested it out... and it may work but i found everyone in the east tended to walk towards my guy.... and um... surround him...which you wouldnt want people leaving there posts<span id='postcolor'>

That wasn't my point. My point is to make a script that

1) detects is the vehicle maneuverable

2) detects is there anyone alive in the group (anyone else but the vehicle)

3)if both true then delete vehicle

4)instantly respawn it with same ammo,health and fuel, except it would be 'empty' instead of 'west' or 'east' or whatever.

This way i could trick my enemy to think that i'm one of them since i have one of their vehicles, but when i get close enough they'll notice that i'm not one of them and attack me.

edit: Made a test. I can do almost all with doolittle's vehicle respawn, except it should be altered. In a way that when the crew has died but the car is alive, then it would respawn. and to that exactly same location where it was when the crew died.

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I just Tried this and it seemed to have the effect you wish for.

I put 2 East guys in the desert...

in there init feilds

this setBehaviour "SAFE"

Then further down the desert

I had a West guy (me) and 2 empty trucks

a URAL and a ST Truck

If you get in the URAL you can drive pretty close to the checkpoint and the ruskies dont evan blink. but they open fire when your under 100m to them (apporx)

then it seemed in the ST Truck I got shot at MUCH Sooner.

as in more like 500m away.

See for yourself.

I cant really help with the removing boxes from choppers etc...

as it isnt possible..

Just make it real foggy biggrin.gif

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Ok, I know that scripts can CREATE units in places. Ok so hows this for radar jamming. I dunno if the scriptings possible but how about making a script that places loads of "dummy targets" around the thing activating the radar jamming. Say a shilka activates radar jamming. Couldent a script make a load of shilkas appear around the target that dont actually exist but give off a radar signal. OR make them exist but for such a short time they arent visable.

This would fool AI AND players as AI wouldent know which was the real threat and couldent "Calculate" it. Human players would just be swamped with so many blips. Also what could happen is make a script that lauches a chaff cloud of things each a "vehicle" with its own radar emiter, I dunno, just ideas.

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Guest jacobaby

not good......

You can do it from the CPP, but is it worth it?

Cameras on helos now can read the licence plate on the motorbike.........

Does the target box show if it is in a built up or wooded area?

TJ

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slightly offtopic from where this thread started but related to where we ended up...

I've played some maps where if you got into an enemy vehicle it automatically changed to your side's equivalent. In other words as a west player if you entered a T80 it would become an M1A1 thereby eliminating the "showing up as enemy on radar" problem.

I came up with a system that flies a "don't shoot me" flag on a vehicle you steal. The problem is when I started that idea I didn't know flagstatus is global. My hope was to show the flag only to those people on your team...

What e really need is a script command to set whether an object should show on radar or not.

object showOnFriendlyRadar = true/false

object showOnEnemyRadar = true/false

then you could have a radar jammer script that could set showOnEnemyRadar = false for any vehicle that you don't want to show on enemy radar.

or you could have a script that watches a vehicle to see who is driving it. If it's an enemy you could show or not show as desired.

But currently no way to do anything like this that I know of sad_o.gif

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